10 override void EvaluateEffect(
Object directHit,
int componentIndex,
vector pos,
int impact_type,
vector surfNormal,
vector exitPos,
vector inSpeed,
vector outSpeed,
string ammoType)
12 super.EvaluateEffect(directHit, componentIndex, pos, impact_type, surfNormal, exitPos, inSpeed, outSpeed, ammoType);
14 m_SurfNormal =
"0 0 0";
17 override float CalculateStoppingForce(
float in_speedf,
float out_speedf,
string ammoType,
float weight)
19 float projectile_weight_coef = weight / DEFAULT_PROJECTILE_WEIGHT;
21 float stopping_force = (in_speedf - out_speedf) * projectile_weight_coef;
23 if ( stopping_force < 350 )
26 if ( stopping_force >= 350 && stopping_force < 750 )
27 SetEnterParticle(
ParticleList.IMPACT_WATER_MEDIUM_ENTER);
29 if ( stopping_force >= 750 )
32 return stopping_force;
35 override void OnEnterCalculations(
Particle p )
40 override void OnExitCalculations(
Particle p,
float outSpeedf)
45 override void OnRicochetCalculations(
Particle p,
float outspeedf)
50 override void OnEnterAngledCalculations(
Particle p)
Legacy way of using particles in the game.